I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path ...

I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong).
All entity positions ...

It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to ...

I'm building an Island. I use the classical heightmap solution : with a hill-building function, avoiding the corners of the map, I make altitude. Then, perlin noise give me some climatic variables to ...

I have a 2D hexagonal grid map. Each hex cell has a height value used to determine if it's water or ocean. I'm trying to think of a good way to determine and label bodies of water. Oceans and inland ...

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this?
The procedural generation algorithms I have ...

I know very little about game development and I'm trying to wrap my head around pathfinding algorithms.
Consider this setup: an agent is on a 2D map and must find the shortest path to a globally know ...

Is anyone aware of a nice 3D map tutorial (how to import and use the map) using XNA without any engine but not limited to an external application (like Tiled for 2D maps) ?
I did a search arund here ...

Here is what I want to do with my tile map that I am unsure of. As you can see the top walls are way larger then the bottom and side ones (this is also an issue with my corners which are odd shapes ...

Animal Crossing has a unique way of scrolling the world map: When the character moves down, the the world rolls around and over at the top, like it's stuck to a cardboard tube:
This video shows how ...

I apologize for the subjective "best" keyword.
My friend and I have started creation of a 2D adventure game. It will be top-down in the style of pokemon or zelda (just the perspective). We have been ...

I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need ...

I am an absolute beginner with game programming, should this question be poorly formulated, be aware it was not sloppiness by my side, but lack of game programming experience.
The game I am planning ...

I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively ...

In a game I'm developing for a client a key game concept involves moving around on a map. In this case the sizes and shapes and such of the various countries are irrelevant: moving from one country to ...

I'm creating an "exploration" game where the overworld map will be randomly generated.
The biomes are generated using the data given by a "temperature map" , a "humidity map", and an elevation map for ...

Minecraft is a game that is largely based on a heightmap and uses that heigtmap information to flood the world with light. From my understanding the highest point in the heightmap is the end of the ...

This is a follow-up question to this other one.
I would like to know if there is a common/typical/best pattern to scale my representation of the world (currently 160Kmx160Km) to fit it to the drawing ...

I have a question regarding map editors, like Tiled, for example.
I am currently making my own map editor, and I wondered if someone could explain to me what is the purpose of layering in tiled for ...

I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated).
I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using ...

I am creating a simple map engine that will automatically expand in any direction with procedurally-generated content as needed.
What is a good way to store map data, anchored at a 0,0 origin so that ...

After searching for a long time, I'm surprised this question was not asked yet. In a 2D, tiled-map game, how do you handle the map ? I'd be glad to have your point of view in any languages, though I'm ...